baldurk
9d3f7169ed
Add thumbnails to texture tooltips in pipeline state view
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* If there would be no tooltip otherwise, it just shows the thumbnail. Otherwise
any tooltip text (like view parameters or image layout) is displayed below the
thumbnail
2021-04-20 13:51:41 +01:00
baldurk
260583b805
Move tooltip handling from RDTreeWidget to RDTreeView
2021-04-20 13:51:41 +01:00
baldurk
9cb5e9d1b6
Update toolwindowmanager to 4837f70a84
2021-04-20 13:51:41 +01:00
Jinesi Yelizati
c729397761
Fix typos in comments
2021-04-20 09:45:31 +01:00
baldurk
270d4e5b07
Add resource usage entries into context menu in pipeline state viewer
2021-04-19 16:44:19 +01:00
baldurk
12d9b4f850
Add copy icon to treeview context menu
2021-04-19 15:30:19 +01:00
baldurk
0a23f10d6f
Clamp to subresource dimensions when binding sparse pages
2021-04-16 16:00:03 +01:00
baldurk
db21020000
Ensure that overlay tests don't crash if multiple UAVs use register 0
2021-04-16 14:23:20 +01:00
baldurk
477a1e927b
Add VK_Robustness2 test to autotests and add push descriptor interaction
2021-04-16 14:19:30 +01:00
baldurk
da66701649
Don't mark bufferless constant buffers as empty due to stage masks
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* These aren't present for push constants etc, so we ignore it
2021-04-16 13:55:38 +01:00
baldurk
47e13a30d4
Add test of GL renderbuffer variants
2021-04-16 13:31:08 +01:00
baldurk
8d5ede0e9d
When getting texture data from multisampled renderbuffer, do blit first
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* We can't use CopyTex2DMSToArray directly on a renderbuffer, we need to blit to
the texture first.
2021-04-16 13:27:17 +01:00
baldurk
eaee8a6878
Adjust renderbuffer samples to real number of samples obtained
2021-04-16 13:26:53 +01:00
baldurk
202dc9f14a
Fix compilation with SINGLE_FLUSH_VALIDATE enabled
2021-04-16 11:42:52 +01:00
baldurk
8591d85c1d
Fix reading of position-relative subpass inputs. Closes #2247
2021-04-16 11:42:52 +01:00
Jinesi Yelizati
cf487e242b
Fix typo in JDWP TypeTag enums
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Even though TypeTag is not actually used.
2021-04-16 09:20:54 +01:00
baldurk
7f1f3caef0
Don't send empty opaque image binds
2021-04-15 22:14:12 +01:00
baldurk
bbb3d409c8
Only check miptail parameters for compatibility when mip tail is present
2021-04-15 22:13:41 +01:00
baldurk
2720ff354a
Test structured export/import of MSAA textures
2021-04-15 15:34:14 +01:00
baldurk
cf50fef33a
Support nested GetTempMemory calls on replay
...
* On capture we have a fast temporary thread-local memory allocator that only
supports one allocation at a time, which is sufficient for unwrapping the
parameters to a single function call.
* On replay though we might want to unwrap a function's parameters, and then
inside do things like e.g. call a drawcall callback which makes its own calls
that need to be unwrapped.
* To support these nested calls we instead allocate 4MB per thread on replay and
use it like a ring buffer.
2021-04-15 15:34:14 +01:00
Aliya Pazylbekova
7b18d1c68e
Fixing 2 issues with pixel history:
...
- Get framebuffer attachments from pipeline state (should account for
imageless framebuffers)
- If there is no depth attachment, then depth bounds test and depth test
do not modify coverage information
2021-04-15 15:34:08 +01:00
Jinesi Yelizati
98685bbcb5
Fix misleading log entry
2021-04-15 11:40:17 +01:00
baldurk
f89b020cc7
Create DSV with proper descriptor in D3D12 quad overdraw
2021-04-15 11:15:54 +01:00
baldurk
2a61a7f32d
Fix documentation build
2021-04-14 19:59:07 +01:00
baldurk
3ed516a7f6
Fix unit tests
2021-04-14 19:40:20 +01:00
baldurk
5b52bd7724
Treat API as unsupported if no frame capturers handle it. Closes #2222
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* This is a bit coarse, as e.g. if you have one window that is unsupported on an
API and another that is this will treat both as supported even if the active
window doesn't support capturing. This is an unlikely case and needs a new UI
to properly represent that.
2021-04-14 18:59:12 +01:00
baldurk
eac94b74f6
Allow cbuffer previewer to apply custom format to non-buffer-backed CBs
...
* This in particular means push constants and specialization constants on vulkan
but also applies to root-value cbuffers on D3D12.
* GL bare uniforms are not feasible to expose in this way.
2021-04-14 18:59:12 +01:00
baldurk
94b0b04483
Calculate texture byte size in GL as 64-bit
...
* It's unlikely drivers will survive >= 4GB textures but at least calculate the
size correctly rather than truncating.
2021-04-14 11:22:54 +01:00
baldurk
208ab0fd7d
Don't seek file until after it's checked for validity
2021-04-13 16:28:08 +01:00
baldurk
49e05bee72
Add error checking for textures failing to create
2021-04-13 16:27:58 +01:00
baldurk
7f939e2b7a
If renderbuffer storage is re-created, don't create new readback texture
2021-04-13 14:26:04 +01:00
baldurk
4917fb0a96
Make debug logs about padded chunks a little less spammy
2021-04-13 13:25:18 +01:00
baldurk
00f352caeb
Reserve a little more space in initial contents for sparse table
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* Even if not present we serialise a bool indicating that it's not present,
which needs to be reserved.
2021-04-13 13:25:04 +01:00
baldurk
cb2b321a09
Ensure reserved descriptors are properly initialised
...
* We just want to change the number reported as 'real' descriptors for external
replay/state queries
2021-04-13 13:21:52 +01:00
baldurk
376ac20af3
Compile fix
2021-04-12 21:20:01 +01:00
baldurk
1145447645
Fix descriptor write rollover to skip padding binds. Closes #2231
2021-04-12 19:48:48 +01:00
baldurk
b9f9874c06
Enable shaderStorageImageMultisample at capture time for MSAA stores
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* We need this to be able to add STORAGE_BIT to the image even if we don't do
MSAA stores at capture time
2021-04-12 19:48:48 +01:00
baldurk
e037795a85
Don't iterate over internal descriptors added to descriptor heap
2021-04-12 19:48:48 +01:00
baldurk
02e8e8fdf7
Patch imageless framebuffer image usage/formats to match image patching
2021-04-12 19:48:48 +01:00
baldurk
3bc996116d
Fix identification of vendor UAV on SM5.1+
2021-04-12 16:04:39 +01:00
baldurk
cf8785db90
Handle multisampled renderbuffers with 0 sample count. Closes #2242
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* GL apparently allows this, and it's equivalent to creating a non-multisampled
renderbuffer. That means we need to create a 2D texture to blit to instead of
a 2D MSAA texture.
2021-04-12 14:27:33 +01:00
baldurk
3995b81dcc
Consume dynamic offsets properly in pipeline state population
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* The same descriptor set can be bound multiple times with different offsets so
we can't store the offset in the set.
2021-04-12 14:00:56 +01:00
baldurk
6271f010cc
Don't hardcode font size/width calculating margin sizes. Closes #2227
2021-04-12 13:04:02 +01:00
baldurk
95e6a4a971
Respect font scale for fixed-width fonts
2021-04-12 13:04:02 +01:00
baldurk
34ea6529c9
Account for rootIsDecorated when painting tree lines in RDTreeView
2021-04-12 13:04:02 +01:00
baldurk
14698bb451
Ignore location decorations that shouldn't be used in GL
2021-04-12 13:04:02 +01:00
baldurk
dcfe7596a1
Don't use SPIR-V entry point name as unique identifier. Closes #2226
2021-04-12 13:04:02 +01:00
baldurk
6a6b7f68e1
Display thumbnails for empty resources
2021-04-12 13:04:02 +01:00
Volkan Ilbeyli
c3ca732ab9
Fix a crash & a replay issue when AMD AGS DX12 CreateDevice() is called
2021-04-07 11:55:52 +01:00
Jake Turner
add33d484c
Modified find to work on Mac
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Do basic find without regular expressions
Use grep -E to do the regular expression matching
Use awk to reconstruct an equivalent find -print0 output
2021-04-07 11:54:46 +01:00